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*Pathfinder & Starfinder
New PrC: Kineticist
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<blockquote data-quote="Spatzimaus" data-source="post: 904505" data-attributes="member: 3051"><p>Short version: prerequisites far too easy, class skill list too generous, and a couple of the abilities are really abusable. Overall, it's a nice concept, though.</p><p></p><p>Long version:</p><p>1> There's already a Psionic PrC named the Kineticist (Mind's Eye, it's the generalization of the Pyro from the PsiHB).</p><p></p><p>2> Prerequisites: most PrCs don't specify a stat explicitly. Drop the "DEX 13+" part; it's not needed, anyway, since you require Dodge, which needs DEX 13 already.</p><p></p><p>The prerequisites are FAR too easy. A Human Barbarian or Psychic Warrior can meet them in one level. (The PW has to take Speed of Thought as his bonus Feat, though). A Barbarian 1/Rogue 2 can make it for any race. In general, PrCs aren't supposed to be reachable before level 6 or so.</p><p></p><p>Require some skill ranks, a BAB minimum, Evasion, whatever you need. Some up-chain Feats like Spring Attack (so that you'd need Dodge AND Mobility first) would help too.</p><p></p><p>3> What's the Hit Die? I'd say d8 based on the skill points, but if it's d10 then it's way too good.</p><p></p><p>4> Class Skills: Don't give Hide, Move Silently, and Tumble as class skills unless the class is specifically designed to be Rogue-like. If you want to require ranks of these in the prerequisites, fine, but otherwise drop these. For example, requiring 10 ranks of Tumble solves several problems, and it's an appropriate ability for the flavor. But, there's nothing in the class' abilities that seems sneaky, so H/MS should be dropped.</p><p></p><p>5> Kinetic Blow: Enhancement bonuses don't stack, like almost all other named bonuses. It's a bad idea to make an exception within a specific type; otherwise, you'd be able to bypass epic-level DR (/+6) easily.</p><p>But, if you keep it Enhancement, then the ability isn't as useful at high levels. Instead, I'd just change it to a flat damage bonus, say +2 per point spent. That way it stacks with any existing Enhancement bonus on the item, and doesn't help with attack rolls, versus DR or Sunder.</p><p></p><p>6> Alacrity: far too cheap, make it at least 1 point per round, maybe 2. Haste is HUGE, at least in 3E, and with almost 60 points you can be permanently hasted for a long time. The 3.5E Haste is far more appropriate for this sort of class anyway, although you'll have to specify that it's self-only.</p><p></p><p>7> General stuff:</p><p>There should be something expanding on the Fast Movement part. Maybe a "spend 1 point to get +10' for one round" ability. Don't require something for the class and then wait until level 10 to do anything with it.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 904505, member: 3051"] Short version: prerequisites far too easy, class skill list too generous, and a couple of the abilities are really abusable. Overall, it's a nice concept, though. Long version: 1> There's already a Psionic PrC named the Kineticist (Mind's Eye, it's the generalization of the Pyro from the PsiHB). 2> Prerequisites: most PrCs don't specify a stat explicitly. Drop the "DEX 13+" part; it's not needed, anyway, since you require Dodge, which needs DEX 13 already. The prerequisites are FAR too easy. A Human Barbarian or Psychic Warrior can meet them in one level. (The PW has to take Speed of Thought as his bonus Feat, though). A Barbarian 1/Rogue 2 can make it for any race. In general, PrCs aren't supposed to be reachable before level 6 or so. Require some skill ranks, a BAB minimum, Evasion, whatever you need. Some up-chain Feats like Spring Attack (so that you'd need Dodge AND Mobility first) would help too. 3> What's the Hit Die? I'd say d8 based on the skill points, but if it's d10 then it's way too good. 4> Class Skills: Don't give Hide, Move Silently, and Tumble as class skills unless the class is specifically designed to be Rogue-like. If you want to require ranks of these in the prerequisites, fine, but otherwise drop these. For example, requiring 10 ranks of Tumble solves several problems, and it's an appropriate ability for the flavor. But, there's nothing in the class' abilities that seems sneaky, so H/MS should be dropped. 5> Kinetic Blow: Enhancement bonuses don't stack, like almost all other named bonuses. It's a bad idea to make an exception within a specific type; otherwise, you'd be able to bypass epic-level DR (/+6) easily. But, if you keep it Enhancement, then the ability isn't as useful at high levels. Instead, I'd just change it to a flat damage bonus, say +2 per point spent. That way it stacks with any existing Enhancement bonus on the item, and doesn't help with attack rolls, versus DR or Sunder. 6> Alacrity: far too cheap, make it at least 1 point per round, maybe 2. Haste is HUGE, at least in 3E, and with almost 60 points you can be permanently hasted for a long time. The 3.5E Haste is far more appropriate for this sort of class anyway, although you'll have to specify that it's self-only. 7> General stuff: There should be something expanding on the Fast Movement part. Maybe a "spend 1 point to get +10' for one round" ability. Don't require something for the class and then wait until level 10 to do anything with it. [/QUOTE]
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